Characteristics
Overview
A keycard with medium level clearance.
Blue is where card runs start to cost something. The rooms it opens sit deeper in bigger monuments, often past radiation and scientists, and they pay out better crates plus a fair chance at a red keycard. Most players reach this step by clearing a green room first, since the green keycard is the rung below.
The order stays the same as ever: fuse box, then the switch or button, then the reader. An electric fuse covers the ordinary rooms. If the trip ends at the Power Plant, pack a heavy fuse too, since restoring that monument is its job.
Watch out
Die inside and the card lies in your bag on the floor. Whoever kills you walks out with your fuse, your blue card and your next step up the ladder. Carry it only when you are about to swipe it, never on a farming trip.
Picture it: the scientists at the door are down, the fuse is in, and a roamer has been listening from the hill. Swipe, loot fast and leave by a different route. The row gives it a durability of 4, the same as green, so one blue card covers a few rooms if you live long enough to use them.